#reforger_samples

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empty chasm
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then you can download server and also tools if needed

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open the dropdown above your games in steam and press Tools
then you can download server and also tools if needed

loud wraith
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Im having a go at rigging a model according to the sample weapon. However when i parent my trigger to the correct bone, the trigger moves. Any ideas?

loud wraith
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yea

digital aurora
# loud wraith yea
  1. click on main weapon (root) bone, edit mode, make new bone, attach bone to vertex group (bone and vertex name have to be the same) via object modifier, parent trigger bone to main weapon (root) bone, your good to go
loud wraith
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Are you sure about that? The sample does not use vertex groups

digital aurora
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oh, for reforger idk, maybe different procedure

loud wraith
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Its just parenting it seems

chilly summit
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Still trying to figure this out as well. I try to add existing when I first launch the tools but it doesn't appear in the browser

digital aurora
chilly summit
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True ๐Ÿ™

digital aurora
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well, Megadeth, without documentation, my guesstimate is im right, because that is how blender works

loud wraith
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I can try it

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Got colliders, memory and lods working atm

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only the rigging is missing atm

timber inlet
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hhhh.

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this is so complicated.

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and weirdly different.

rocky nexus
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we're really gonna need some tutorials, once we get them i think this is gonna be great

late forge
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as for work on the model, cause putting it in game looks a whole new adventure

timber inlet
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You'd just copy the selections that were assigned to bones in the models you were inheriting from

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And when you inherit from those models your custom guns would behave the same way

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it was pretty simple.

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I was hoping that would be possible here

late forge
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exactly, you have to rig everything now, at least looks like it, i mostly focus on vehicles so the car sample is giving me quite the headache

timber inlet
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I'm not so sure you actually will have to, yet.

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I may be completely wrong

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If you do, that may not be that bad anyways just assign bones to the parts that move and you should be good.

late forge
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what i don't get is how the proxies are handled now, in the car sample all the glass windows are separate models but they're not linked to the main model in any way, at least not in the model itself

timber inlet
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My biggest issue CURRENTLY is the complete lack of understanding of how I'd even create a mod in the first place. i have workbench, i have a project file. I don't really understand how to create a config to define stuff yet.

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Like i couldn't even make a useless item right now

late forge
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same, i can't get the samples to work or test in game either

timber inlet
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i have samples but

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the samples make no sense to me

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i don't know what to make of them

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it's SO alien.

late forge
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open them via workbenchj, each sample folder is basically a mod

timber inlet
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I was going to attempt a simple retexture of the BDU uniform

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but i can't even do that

late forge
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If you've ever used dabs mod setup for workbench the idea is pretty similar

timber inlet
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I never used workbench for dayz

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I do it the old fashioned way

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notepad++ and object builder

late forge
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what i don't get is how, once i open said mod, test it in game. there's no packing process and such it should be straightforward in workbench

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same lol

lapis fox
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github samples page looks like it is gone?

vagrant zephyr
rocky nexus
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anyone figure out how to get the samples workin

loud wraith
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LETS FUCKING GGOO

midnight sierra
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Any samples or documentation on how to setup a custom mission?

dusk grove
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Not yet

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Probably on its way

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Give them a few days to release all the documentation ๐Ÿ™‚

hollow lantern
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I tried to open up the sample vehicle, Identity authentication failed - Error Code=401 I am getting this in the consol. Any idea how to clear this?

woven mesa
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same with weapon sample

hollow lantern
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Frustrating hey! I got a few hours to kill and learn but not documentation. I see others having some success

cedar oar
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that's a login problem, not a sample problem

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you should be fine to just ignore it as long as it doesn't stop you from going any further

hollow lantern
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I assume this would only be a problem when I go to upload a mod

cedar oar
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yup, should be

hollow lantern
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Thanks @cedar oar

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Would I be right to assume, all the modelling work, texturing, named properties and animations are now to be done using blender and then using workbench to simply import the model into the game.

lofty laurel
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Yes pretty much

woven mesa
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Has anyone managed to get to the bottom of weapon sample? Where is the config part of it where you define ROF, accuracy and gameplay stuff like that?

hollow lantern
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I kinda like it

cedar oar
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and the misc components of the prefab

woven mesa
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got it

cedar oar
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the big one is WeaponComponent->MuzzleComponent

woven mesa
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I'm just exploring it

cedar oar
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defines fire mods and all that

woven mesa
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seems like ROF is defined by animation? ๐Ÿค”

cedar oar
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nah, defined in the fire modes

woven mesa
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ah I see

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cool

hollow lantern
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If I want to look at the model in game, clicking play does nothing. Configure world tool shows the executable as game.exe, does this need changing

peak sorrel
full moat
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Are there any plans for having .3ds samples to match the existing blender ones?

loud wraith
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Anyone figured out how to export the memlods from blender (Empties)?

buoyant valve
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how can i import a mission into the game (local, without publish)

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is there a special location it needs to be safed to?

gray vortex
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hey ! I've open the SampleMod_NewWeapon but when i want to test in world editor i dont see the Assets_Showcase_Base.ent .
Can you help me ?

wanton jetty
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When I add a sample project to workbench, it has the proper thumbnail and all, but when I open it in workbench none of the subfolders and files are in it.

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It seems I can work around it though by making a new project and copying the files into it rather than adding the existing project

rustic fox
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It seems the character templates armature could be broken

trail edge
rustic fox
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it seems the bones are off somehow

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cause the rig just wont work anyway i try

wooden valve
gloomy trellis
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how to get western uniform prefab cus in the samples their only eastern

fringe turtle
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m81 camo uniform prefab?

gloomy trellis
fringe turtle
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No, you can not export the xob into substance to make that texture afaik.

gloomy trellis
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will try that what u told me cus i m new to this kind of work i m used to arma 3 simple modding

gray vortex
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hey ! I've open the SampleMod_NewWeapon but when i want to test in world editor i dont see the Assets_Showcase_Base.ent .
Can you help me ?

raw thunder
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pretty sure that if you open SampleMod_Main you'll have every other samplemod available in the editor, should be able to find the world that way

vernal rivet
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How can i access the Promet sample weapon in reforger

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i have downloaded the mod via the workshop

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can't find it in the arsenal

limber fox
oblique ferry
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why when i import the new character headgear sample the bones arent processed?

cedar oar
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go to import settings, and check "eport skinning" and "export scene hierarchy" and then hit the reimport button

oblique ferry
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ty

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and how can i adjust the bones to the model?

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when imported the model isnt where i let it

trail edge
oblique ferry
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yes

trail edge
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Unknown then, if you enabled the options in the workbench and then reimported

oblique ferry
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:c

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when importing i have a warning: RESOURCES (W): Missing some mesh skinning weights (Object_LOD0). Weighting them to root.
RESOURCES (W): Missing some mesh skinning weights (Object_LOD1). Weighting them to root.

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maybe its that

trail edge
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Probably is, generally errors can help solve issues. Are you 3ds max or Blender?

oblique ferry
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blender

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i have the weights made on blender

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i dont know why they arent imported on enfusion

trail edge
sharp palm
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Someone just put up a fixed blend file for the skele issue

trail edge
lunar sleet
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what is a sample?

trail edge
# lunar sleet what is a sample?

It's a basic example mod that is for us to open outside of the toolkit, to see how things work within the engine (skeleton rig, pivots, collision meshes, materials etc etc).

long terrace
# peak sorrel AR samples at github https://github.com/BohemiaInteractive/Arma-Reforger-Samples

There is an error in the Samples of faces and their UVmaps.
There are three different heads with different UVmaps.

1 is present in Character_Template.fbx and Character_Rigify_Example.blend
2 is present in the Head_Template.fbx that belongs to Assets/Characters/Basebody/Basebody/Basebody_Male_Head_01.xob

3 the faces that appear in ArmA Reforger are not any of the two previous ones...
They are the Assets/Characters/Heads/Head_White_02/Data/Head_White_02_BCR.edds (for example) that belong to Assets/Characters/Heads/Heads/Head_White_02/Head_White_02.xob

Where can I get this face in .FBX to be able to work correctly in ArmA Reforger faces and textures?

Example images: https://imgur.com/a/X7JHRgW

wooden valve
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Character_Template.fbx is headless, so I'm not sure how you got UVs for head there

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ah, but I see, it has different UVs - I would have to ask if it is possible to share that model

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head was more supposed to help with rigging helmets/facewear rather than for face retextures but perhaps that can be changed

long terrace
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A homogeneity would be appreciated, it is an aspect to always highlight in the ArmA series.
It's a small detail, I always liked to work on the faces and heads for ArmA.
Thanks for your reply @wooden valve.

late forge
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blender file for the new car sample too pls if possible ๐Ÿ™

bold narwhal
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Eh... I'm probably being really dumb but how do you actually download the samples from Github?

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Anytime I've had to download something from Github, I usually just have to click the releases bit on the right side

barren badge
silent anvil
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then unzip into a folder

barren badge
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That will download the current branch as a zip file

silent anvil
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and boom you have what you need lol

bold narwhal
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Thanks

stiff dirge
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What's the difference between ModdedWeapon, and New Weapon in the Samples

wooden valve
devout lichen
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seems like the sample new weapon is not present in any of the ammo boxes

rocky nexus
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adding it to the loadout manager thing i think is separate

devout lichen
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it adds some entries to the loadout lists of all factions

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i dont know why it wont show up

trail edge
wooden valve
devout lichen
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changing the item mode on the arsenal config to the proper one seemed to do the trick for the rifle itself and the attachments

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I was also able to add the foregrip it comes with (it doesn't really do much since it has no animation stuff associated with it)

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I was not able to get the magazine in it tho

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the item modes for the mod prefabs are all set to "Default" normally

wooden valve
# devout lichen

Workaround is set both parameters - type and mode - again in config so you see bold text

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If you set again rifle in the config, then it will appear in arsenal

rancid veldt
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I cannot get my hat

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into the arsenal at all

languid arch
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I believe the ik offset for the new weapon sample is broken. In comparison to the read-only ones, its half sunken in to the ground.

thorn trail
stiff dirge
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Is there a reason to use the Sample Weapon over just modifying an existing gun like the M16? I found some of the Sample Weapon stuff is broken animation wise, so had to just do everything based around the M16 for my Thompson Mod, which worked great.

hollow kiln
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I haven't checked out the sample yet but I assume the m16 couold work. I think the main purpose of providing the new weapon is to make the process easier (players dont need to go make/find a model for the tutorial).

languid arch
stiff dirge
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I hope we can get an updated Sample Weapon project file that is working correctly, or at the very least get the M16 files as the sample. I know they want to protect stuff, but the current sample is unfinished/broken and you can spend a lot of time trying to fix it but there is nothing to learn properly off of because the learning material is partly broke.

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It's enough to get started, but things look jank if you use the Sample Gun as the prefab template.

wooden valve
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Vanilla animations were made in motion builder so I'm afraid that wouldn't change anything

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Basically none of the animators are using blender so sample weapon was created to enable and verify flow which community could use without 2k dollars on extra software

stiff dirge
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That's fair

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Some of the sample stuff in Sample Weapon are still broken which makes it difficult to figure out the right way to do things #enfusion_animation message

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Sprinting looks weird too because the gun position itself just decides to shift away. I'm not sure what the exact causes of these issues are, but it would be extremely helpful if we could get those things resolved, or at least explained out so we can avoid them. Who knows, somebody may of already figured it out, but it's hard to build off the sample due to them.

wooden valve
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Yes, I'm aware of that. We will be working to resolve those issues one by one so hopefully it will be clear to everyone how to make reload anims

stiff dirge
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Awesome โค๏ธ Thank you. Glad to hear it's on the list.

steel tide
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also good to see that you guys are working on it reyhard, can't wait until it's good to go so i can do some anims

wooden valve
steel tide
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wat ?

wooden valve
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like, there is no magic thing in vanilla models which would suddenly make learning process a breeze - it is quite complex system

steel tide
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oh i know that, i was just thinking that the sample animq in the weapon sample pack were probable bugged because the bone location is different

wooden valve
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I don't think that is the issue - it seems to be more bug in TXA exporter in plugin

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it needs to be investigated and probably it will be fixed

steel tide
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ah alright

languid arch
# wooden valve so you would prefer low poly m16 without animations and blend file? ๐Ÿค”

No, not low poly. The absolute best thing would be that the editable sample content that is 1:1 with base in game content.

For example, If you somehow deleted the M16 from the game. These hypothetical sample files should contain necessary information to re-add it. It shouldn't be of a depreciated quality or missing any details like animations sound, etc. By having the tutorial content line up 1:1 within game content, users don't have to extrapolate or presume the differences. It immediately sets the expectation with users oh what files they will need, why they need them, what size a complete weapon mod for one weapon would become etc.

wooden valve
languid arch
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Is that more because there isnt an import plugin for the .txa animation files? Or is that because there isn't an import for enfusion animation graph files to blenders equivalent (animation nodes) so the additive animations could be displayed outside of motion builder accurately? Or both? ๐Ÿ™‚

wooden valve
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It's more because all animators are using Motion Builder and the whole pipeline is done around it. Motion Builder is afaik used because it is really good at processing motion capture but not only

languid arch
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That's fair. How far down the pipeline is the documentation for/ability to create animations in motion builder? I believe blender users will be able to better understand how to compensate if they know what the devs are doing

wooden valve
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Not sure, first Blender animation pipeline documentation has to be released

limpid hearth
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Will there be any 3DS Max documentation as well for animations?

silver vector
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i doubt it, considering most tools are available for blender, but i also need to check an export, i would assume is pretty straight forwards, considering the file transfer format is .FBX

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and yes, i am also an old fart 3ds max daily user

limpid hearth
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I mean, As long as its as simple as exporting FBX's and such, I'm fine with that, I just don't know where to start with something like, Making a custom animations for custom weapons etc. The samples don't really seem geared towards that yet, So just curious if there were going to be any Max documentation. I know blender is going to be the dominate platform for 3d software, but us Max users exist too. xD

silver vector
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i would say documentation for that will be user not dev generated

sage wraith
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Does anyone have an idea why the sample mod "new faction" doesn't allow me to choose textures from anywhere else but the headgear folder? All the other folders like Uniform, Footwear, etc. are not visible in the menu when I'm choosing a texture file

wooden valve
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what kind of texture?

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and where do you want to change material?

faint rapids
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i think they are talking about headgear is the only folder with BCR files idk if that is what they are talking about

proud ember
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I wonder if anyone could port the blender character sample to 3dsmax with all the bones, I would do it but blender hates my rx570

valid minnow
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I cannot get them to show up in the 'create' list (even though they are copying other scripts)

trail edge
# proud ember I wonder if anyone could port the blender character sample to 3dsmax with all th...

There is a sample character with all bones in the samples as an fbx file. Seems to include all bones, just hit the excess LOD components and the utm components (fire geometry colliders) etc. It seems to work if you are careful and patient. Someone may have a better fbx sample character but the one from the devs does have all pieces, just has no head but that is easy fixed by bring sample head fbx in as well.

Good luck, a lot of info is as some have pointed out, geared to free folk and not folk who have forked out a decent amount of dosh.

untold pollen
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how do you get the sample factions to be hostile?

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cant find the setting anywhere

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do i need to set up a custom AI bt?

sinful field
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Is there an error with the naming of the BI sample "SampleMod_NewCar" collider UBX_MainCol_02 in it's .fbx?
By using a "UBX" identifier, it loses the angled shape when imported to .xob.
Presumably it should have been named "UCX" or "UTM"?

late pendant
untold pollen
wooden valve
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Dad? thonk

untold pollen
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dont make me add a dy to it ๐Ÿ˜

untold pollen
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right now there are 3 factionallegiance component values that are accepted -> USSR, US, and FIA

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idk how to add another

wooden valve
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where are you trying to modify those params? In character/conflict/group?

untold pollen
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character component!

wooden valve
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there is no factionallegiance component?

untold pollen
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sorry FactionAffiliationComponent

untold pollen
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Im glad these guides are being released! Thanks!

wooden valve
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it is missing pictures (those will be added in upcoming hours) + segment about using some editor plugins is not possible to accomplish since some data is missing from the game

untold pollen
wooden valve
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lol

untold pollen
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no homo tho

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thanks rey ๐Ÿ˜‰

wooden valve
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np

frigid nymph
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Hello! Are there any map examples to make a map from asc files or something?

hazy lake
# wooden valve https://community.bistudio.com/wiki/Arma_Reforger:Faction_Creation

In this document it has this

"ย Unlike in previous Arma titles made on Real Virtuality engine, characters in Reforger are no longer divided into few hardcoded sides but instead, faction system is used."

So if i understand correctly, we are no longer stuck using redfor, greenfor, and blufor and we can create our own side. Sorry for the dumb question but i just need to confirm

fast holly
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I imported the Character_Template.fbx file from the NewCharacter sample mod in blender, and the rig is all messed up

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Anyone know how to fix it, and what the correct scale is?

trail edge
gray vortex
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Anyone have a tutorial on how to properly adjust a weapon with blender or 3d max?

wooden valve
last glen
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there is a problem on the New Car sample

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the car only go to 20km/h

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the car does not shift up

wooden valve
last glen
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yes but normally, I'm supposed to be able to go over 20km/h without the turbo no?

wooden valve
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ah, I see, that indeed needs to be tweaked.

languid snow
rotund wadi
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How do I change the name of a vehicle?

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in SCR_EditableVehicleComponent

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there's a slot labeled name

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for the case of the jeep the name is

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#AR-Vehicle_M151A2_Open_Name

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which is clearly referencing a fire or line within a file

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where is this file and how can i make one for my vehicles

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so they don't have the same name as existing ones (for modified vehicles)

rotund wadi
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ok so it turns out it's not a file at all

oblique ferry
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That's a string reference, you can put the name there (it will be the same for all languages) or you can use string references for different languages

rotund wadi
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yeah

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just figured that out haha

languid snow
oblique ferry
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On the docs there's a tutorial on how to use string references

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In case you want to use them

rotund wadi
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wait really?

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where

oblique ferry
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Give me a sec I get the link, I'm on a phone xD

rotund wadi
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thanks!

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take your time ๐Ÿ˜„

rotund wadi
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aw awesome, thanks

rotund wadi
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okay, will do!

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currently i'm chasing a texture problem

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texture works in workbench and world editor but displays as a red and white checkerboard ingame

rotund wadi
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how can i make a new action for a vehicle?

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i'm a bit lost

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most specifically i'm attempting to make a working transfer case

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for the jeep

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(M151A2)

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i'm just not sure how to actually change what an action context does when triggered

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by the player

quasi comet
oblique ferry
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I saw the helicopter prefab was deleted (it didn't had model, animations, and sound) but I want to know, as there's helicopter components, if I made a helicopter model, and I do the animations, if I check that prefab that was deleted, It would work?

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Or I need to programme my own helicopter components?

dawn elk
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this is using the EnfusionTools importer

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Still broken

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Im sure the community would agree, If we could get a fixed rig in a tpose we would really appreciate it.

thick yoke
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There is a working rig

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It's pretty nice, I'm guessing the bone rotations are either by design or someone fucked up WAY early on and they just rolled with it.

wooden valve
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Enfusion importer is not importing skeletons correctly - use default one and uncheck any bone transformations (don't remember how it is called right now)

dawn elk
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@thick yoke I need a skinning rig. Not an animation rig. I'll test again tomorrow.

wooden valve
dawn elk
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I appreciate it. I just assumed since the bones weren't symmetrical that it was messed up on import or export.

wooden valve
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That skeleton was created in motion builder so that's why it looks so weird in blender. In autodesk software bones behave much differently compared to blender (there is no tail head concept)

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It is also quite common way how character skeletons are made in game industry - see for instance unreal character skeleton

misty holly
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How do I get the samples into blender?

mental iron
drowsy hearth
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I honestly find maya was easier for rigging but blender is easier for editing bones and meshes maybe it's just me being dumb but it works haha

stiff dirge
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Is there a Blend file for the Car Sample?

loud wraith
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can i do custom buildings in arma reforge?

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im noob with this stuff

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but trying to learn

quasi comet
loud wraith
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bones?

quasi comet
# loud wraith bones?

You may need pivots or bones for hooking up windows and doors. It is possible to do it without bones, but its just quicker with them.

loud wraith
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I will look after these topics, thx for the help ๐Ÿ‘

broken vortex
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is there a simple tl;dr on adding an asset to game master?

broken vortex
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thanks, is the Source Directory that of the Addon or ArmaReforger?

wooden valve
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Addon

broken vortex
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can this be tested in-editor loading the game master world? yes

harsh sierra
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Are there any guides for making clothes? Or a sample that would fit - making clothes?

silver vector
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or what precisely

harsh sierra
manic lily
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will be great some sample creature (not human based) - like herbivore

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just with only minimal setup (smaller animgraph as possible, few anims...), but with all needed properties to be able spawn in world

sour basalt
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Are there plans to complete the animation set for the sample new weapon?

sour basalt
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Fantastic, thanks!

waxen ravine
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Any chances of a structure_sample being added to the list for people who want to start making their own buildings and such? Be nice to have a sample with all the bones for opening doors and such.

lusty pagoda
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I'm trying to implement a pistol using the M9 animations. I'm having issues with parts being in the wrong place. Does anyone have the rig/help me rip the rig for M9/Makarov?
I tried to approximate it using orthographic view but it wasn't quite right
(3DS Max)

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Is it advisable to go fully custom for the animations or is it planned to make a sample pistol? Belted MG? Or am I doing something wrong ๐Ÿ˜…

wooden valve
lusty pagoda
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Is it possible to get the M9 skeleton? I had a look around and it seemed it was inside a proprietary filetype

wooden valve
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no, it's not possible

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in any case, unless pistol is copy of m9, you won't be able to use it 1:1 - position of the bone is also used to determine axis of rotation

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so i.e. safety or trigger will be off

lusty pagoda
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Ohh alright I see

thick yoke
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It's likely tracked vehicles will end up as a sample soon โ„ข๏ธ , but is there any info on whether they will be rigged with bones, maybe some sort of 'child array' or a tool being built specifically for them within enfusion?

smoky tapir
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no info at this time.

sweet stirrup
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Haven't they said that tracked vehicles are not planed for Reforger?

silver vector
proud holly
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did anyone here manage to create a new IK position for their gun? just opening the sample file and exporting with blender addon into .txa files does not work ingame

inland basin
broken vortex
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tracked veh would be big help for modders

silver vector
inland basin
solemn kelp
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Does reforger have any current support for tracked vehicles?

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Like, itโ€™s possible to make a tracked vehicle but thereโ€™s no sample to look at

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Like that?

smoky tapir
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no

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well its likely possible to script one together like the helicopters have been done

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but no engine side vehicle type at this time

real rune
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Its there any sample of a launcher?

orchid cliff
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Am I going blind here, how do you download from GitHub ? ๐Ÿ˜…

plain prawn
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hit the code button > download zip

orchid cliff
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thankyou ๐Ÿ™

high topaz
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hello

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Anyone any idea where to see output of sample script plugin?

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there are Print calls, but I don't see them in Console (in any of those)

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Plugin is loaded, I see it in menu.

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ahh, it is in main console

verbal axle
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I have trouble with the steering poses on the new vehicle sample. When I import the fbx files to 3DS Max I don't get any skeleton; just a hierarchy unlinked bones; It's not possible to work with.

wooden valve
verbal axle
wooden valve
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GitHub

Modding Samples. Contribute to BohemiaInteractive/Arma-Reforger-Samples development by creating an account on GitHub.

GitHub

Modding Samples. Contribute to BohemiaInteractive/Arma-Reforger-Samples development by creating an account on GitHub.

verbal axle
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Maybe it's finally time to learn Blender... reasons growing every day

reef shale
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has anyone made a bolt action rifle prefab or a civilian partisan faction? I'm looking to make an irish war of independence (1920s) mod.

oak pilot